

The global Gamification in Online Learning market size was valued at US$ 1134 million in 2024 and is forecast to a readjusted size of USD 1945 million by 2031 with a CAGR of 8.1% during review period.
Gamification in Online Learning refers to the integration of game elements and mechanics into online educational experiences to make learning more engaging, interactive, and effective. It involves incorporating elements such as points, badges, levels, leaderboards, and challenges into the learning process, allowing learners to earn rewards and track their progress. Gamification enhances motivation, promotes active participation, and boosts knowledge retention by leveraging the inherent appeal of games. This approach utilizes game design principles to transform traditional online learning materials into immersive and enjoyable experiences that encourage learners to stay focused, motivated, and invested in their educational journey.
The industry trend of Gamification in Online Learning is on a steady rise. With the increasing adoption of online education and remote learning, there is a growing need to make virtual learning experiences more engaging and interactive. Gamification addresses this need by utilizing game elements to drive learner engagement and motivation. As technology continues to advance, the industry is witnessing the development of more sophisticated gamification tools and platforms that offer personalized learning paths, adaptive content, and real-time analytics. The trend indicates a strong recognition of the value gamification brings to online learning, leading to its integration into various sectors, including academia, corporate training, and professional development.
This report is a detailed and comprehensive analysis for global Gamification in Online Learning market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global Gamification in Online Learning market size and forecasts, in consumption value ($ Million), 2020-2031
Global Gamification in Online Learning market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global Gamification in Online Learning market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global Gamification in Online Learning market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Gamification in Online Learning
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Gamification in Online Learning market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include TalentLMS, Docebo, Learning Pool, iSpring Learn, Tovuti LMS, Rockstar, Thinkific, KREDO, UpsideLMS, SAP Litmos, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Gamification in Online Learning market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Cloud Based
Web Based
Market segment by Application
SMEs
Large Enterprises
Market segment by players, this report covers
TalentLMS
Docebo
Learning Pool
iSpring Learn
Tovuti LMS
Rockstar
Thinkific
KREDO
UpsideLMS
SAP Litmos
Adobe Captivate Prime
eFront
Paradiso
Growth Engineering
EdApp
Mambo.IO
Funifier
Code of Talent
Gametize
Hurix Digital
GoSkills
ProProfs
Hoopla
Market segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Gamification in Online Learning product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Gamification in Online Learning, with revenue, gross margin, and global market share of Gamification in Online Learning from 2020 to 2025.
Chapter 3, the Gamification in Online Learning competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Gamification in Online Learning market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Gamification in Online Learning.
Chapter 13, to describe Gamification in Online Learning research findings and conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 Hours) post payment.
1 Market Overview
1.1 Product Overview and Scope
1.2 Market Estimation Caveats and Base Year
1.3 Classification of Gamification in Online Learning by Type
1.3.1 Overview: Global Gamification in Online Learning Market Size by Type: 2020 Versus 2024 Versus 2031
1.3.2 Global Gamification in Online Learning Consumption Value Market Share by Type in 2024
1.3.3 Cloud Based
1.3.4 Web Based
1.4 Global Gamification in Online Learning Market by Application
1.4.1 Overview: Global Gamification in Online Learning Market Size by Application: 2020 Versus 2024 Versus 2031
1.4.2 SMEs
1.4.3 Large Enterprises
1.5 Global Gamification in Online Learning Market Size & Forecast
1.6 Global Gamification in Online Learning Market Size and Forecast by Region
1.6.1 Global Gamification in Online Learning Market Size by Region: 2020 VS 2024 VS 2031
1.6.2 Global Gamification in Online Learning Market Size by Region, (2020-2031)
1.6.3 North America Gamification in Online Learning Market Size and Prospect (2020-2031)
1.6.4 Europe Gamification in Online Learning Market Size and Prospect (2020-2031)
1.6.5 Asia-Pacific Gamification in Online Learning Market Size and Prospect (2020-2031)
1.6.6 South America Gamification in Online Learning Market Size and Prospect (2020-2031)
1.6.7 Middle East & Africa Gamification in Online Learning Market Size and Prospect (2020-2031)
2 Company Profiles
2.1 TalentLMS
2.1.1 TalentLMS Details
2.1.2 TalentLMS Major Business
2.1.3 TalentLMS Gamification in Online Learning Product and Solutions
2.1.4 TalentLMS Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.1.5 TalentLMS Recent Developments and Future Plans
2.2 Docebo
2.2.1 Docebo Details
2.2.2 Docebo Major Business
2.2.3 Docebo Gamification in Online Learning Product and Solutions
2.2.4 Docebo Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.2.5 Docebo Recent Developments and Future Plans
2.3 Learning Pool
2.3.1 Learning Pool Details
2.3.2 Learning Pool Major Business
2.3.3 Learning Pool Gamification in Online Learning Product and Solutions
2.3.4 Learning Pool Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.3.5 Learning Pool Recent Developments and Future Plans
2.4 iSpring Learn
2.4.1 iSpring Learn Details
2.4.2 iSpring Learn Major Business
2.4.3 iSpring Learn Gamification in Online Learning Product and Solutions
2.4.4 iSpring Learn Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.4.5 iSpring Learn Recent Developments and Future Plans
2.5 Tovuti LMS
2.5.1 Tovuti LMS Details
2.5.2 Tovuti LMS Major Business
2.5.3 Tovuti LMS Gamification in Online Learning Product and Solutions
2.5.4 Tovuti LMS Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.5.5 Tovuti LMS Recent Developments and Future Plans
2.6 Rockstar
2.6.1 Rockstar Details
2.6.2 Rockstar Major Business
2.6.3 Rockstar Gamification in Online Learning Product and Solutions
2.6.4 Rockstar Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.6.5 Rockstar Recent Developments and Future Plans
2.7 Thinkific
2.7.1 Thinkific Details
2.7.2 Thinkific Major Business
2.7.3 Thinkific Gamification in Online Learning Product and Solutions
2.7.4 Thinkific Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.7.5 Thinkific Recent Developments and Future Plans
2.8 KREDO
2.8.1 KREDO Details
2.8.2 KREDO Major Business
2.8.3 KREDO Gamification in Online Learning Product and Solutions
2.8.4 KREDO Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.8.5 KREDO Recent Developments and Future Plans
2.9 UpsideLMS
2.9.1 UpsideLMS Details
2.9.2 UpsideLMS Major Business
2.9.3 UpsideLMS Gamification in Online Learning Product and Solutions
2.9.4 UpsideLMS Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.9.5 UpsideLMS Recent Developments and Future Plans
2.10 SAP Litmos
2.10.1 SAP Litmos Details
2.10.2 SAP Litmos Major Business
2.10.3 SAP Litmos Gamification in Online Learning Product and Solutions
2.10.4 SAP Litmos Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.10.5 SAP Litmos Recent Developments and Future Plans
2.11 Adobe Captivate Prime
2.11.1 Adobe Captivate Prime Details
2.11.2 Adobe Captivate Prime Major Business
2.11.3 Adobe Captivate Prime Gamification in Online Learning Product and Solutions
2.11.4 Adobe Captivate Prime Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.11.5 Adobe Captivate Prime Recent Developments and Future Plans
2.12 eFront
2.12.1 eFront Details
2.12.2 eFront Major Business
2.12.3 eFront Gamification in Online Learning Product and Solutions
2.12.4 eFront Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.12.5 eFront Recent Developments and Future Plans
2.13 Paradiso
2.13.1 Paradiso Details
2.13.2 Paradiso Major Business
2.13.3 Paradiso Gamification in Online Learning Product and Solutions
2.13.4 Paradiso Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.13.5 Paradiso Recent Developments and Future Plans
2.14 Growth Engineering
2.14.1 Growth Engineering Details
2.14.2 Growth Engineering Major Business
2.14.3 Growth Engineering Gamification in Online Learning Product and Solutions
2.14.4 Growth Engineering Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.14.5 Growth Engineering Recent Developments and Future Plans
2.15 EdApp
2.15.1 EdApp Details
2.15.2 EdApp Major Business
2.15.3 EdApp Gamification in Online Learning Product and Solutions
2.15.4 EdApp Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.15.5 EdApp Recent Developments and Future Plans
2.16 Mambo.IO
2.16.1 Mambo.IO Details
2.16.2 Mambo.IO Major Business
2.16.3 Mambo.IO Gamification in Online Learning Product and Solutions
2.16.4 Mambo.IO Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.16.5 Mambo.IO Recent Developments and Future Plans
2.17 Funifier
2.17.1 Funifier Details
2.17.2 Funifier Major Business
2.17.3 Funifier Gamification in Online Learning Product and Solutions
2.17.4 Funifier Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.17.5 Funifier Recent Developments and Future Plans
2.18 Code of Talent
2.18.1 Code of Talent Details
2.18.2 Code of Talent Major Business
2.18.3 Code of Talent Gamification in Online Learning Product and Solutions
2.18.4 Code of Talent Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.18.5 Code of Talent Recent Developments and Future Plans
2.19 Gametize
2.19.1 Gametize Details
2.19.2 Gametize Major Business
2.19.3 Gametize Gamification in Online Learning Product and Solutions
2.19.4 Gametize Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.19.5 Gametize Recent Developments and Future Plans
2.20 Hurix Digital
2.20.1 Hurix Digital Details
2.20.2 Hurix Digital Major Business
2.20.3 Hurix Digital Gamification in Online Learning Product and Solutions
2.20.4 Hurix Digital Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.20.5 Hurix Digital Recent Developments and Future Plans
2.21 GoSkills
2.21.1 GoSkills Details
2.21.2 GoSkills Major Business
2.21.3 GoSkills Gamification in Online Learning Product and Solutions
2.21.4 GoSkills Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.21.5 GoSkills Recent Developments and Future Plans
2.22 ProProfs
2.22.1 ProProfs Details
2.22.2 ProProfs Major Business
2.22.3 ProProfs Gamification in Online Learning Product and Solutions
2.22.4 ProProfs Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.22.5 ProProfs Recent Developments and Future Plans
2.23 Hoopla
2.23.1 Hoopla Details
2.23.2 Hoopla Major Business
2.23.3 Hoopla Gamification in Online Learning Product and Solutions
2.23.4 Hoopla Gamification in Online Learning Revenue, Gross Margin and Market Share (2020-2025)
2.23.5 Hoopla Recent Developments and Future Plans
3 Market Competition, by Players
3.1 Global Gamification in Online Learning Revenue and Share by Players (2020-2025)
3.2 Market Share Analysis (2024)
3.2.1 Market Share of Gamification in Online Learning by Company Revenue
3.2.2 Top 3 Gamification in Online Learning Players Market Share in 2024
3.2.3 Top 6 Gamification in Online Learning Players Market Share in 2024
3.3 Gamification in Online Learning Market: Overall Company Footprint Analysis
3.3.1 Gamification in Online Learning Market: Region Footprint
3.3.2 Gamification in Online Learning Market: Company Product Type Footprint
3.3.3 Gamification in Online Learning Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations
4 Market Size Segment by Type
4.1 Global Gamification in Online Learning Consumption Value and Market Share by Type (2020-2025)
4.2 Global Gamification in Online Learning Market Forecast by Type (2026-2031)
5 Market Size Segment by Application
5.1 Global Gamification in Online Learning Consumption Value Market Share by Application (2020-2025)
5.2 Global Gamification in Online Learning Market Forecast by Application (2026-2031)
6 North America
6.1 North America Gamification in Online Learning Consumption Value by Type (2020-2031)
6.2 North America Gamification in Online Learning Market Size by Application (2020-2031)
6.3 North America Gamification in Online Learning Market Size by Country
6.3.1 North America Gamification in Online Learning Consumption Value by Country (2020-2031)
6.3.2 United States Gamification in Online Learning Market Size and Forecast (2020-2031)
6.3.3 Canada Gamification in Online Learning Market Size and Forecast (2020-2031)
6.3.4 Mexico Gamification in Online Learning Market Size and Forecast (2020-2031)
7 Europe
7.1 Europe Gamification in Online Learning Consumption Value by Type (2020-2031)
7.2 Europe Gamification in Online Learning Consumption Value by Application (2020-2031)
7.3 Europe Gamification in Online Learning Market Size by Country
7.3.1 Europe Gamification in Online Learning Consumption Value by Country (2020-2031)
7.3.2 Germany Gamification in Online Learning Market Size and Forecast (2020-2031)
7.3.3 France Gamification in Online Learning Market Size and Forecast (2020-2031)
7.3.4 United Kingdom Gamification in Online Learning Market Size and Forecast (2020-2031)
7.3.5 Russia Gamification in Online Learning Market Size and Forecast (2020-2031)
7.3.6 Italy Gamification in Online Learning Market Size and Forecast (2020-2031)
8 Asia-Pacific
8.1 Asia-Pacific Gamification in Online Learning Consumption Value by Type (2020-2031)
8.2 Asia-Pacific Gamification in Online Learning Consumption Value by Application (2020-2031)
8.3 Asia-Pacific Gamification in Online Learning Market Size by Region
8.3.1 Asia-Pacific Gamification in Online Learning Consumption Value by Region (2020-2031)
8.3.2 China Gamification in Online Learning Market Size and Forecast (2020-2031)
8.3.3 Japan Gamification in Online Learning Market Size and Forecast (2020-2031)
8.3.4 South Korea Gamification in Online Learning Market Size and Forecast (2020-2031)
8.3.5 India Gamification in Online Learning Market Size and Forecast (2020-2031)
8.3.6 Southeast Asia Gamification in Online Learning Market Size and Forecast (2020-2031)
8.3.7 Australia Gamification in Online Learning Market Size and Forecast (2020-2031)
9 South America
9.1 South America Gamification in Online Learning Consumption Value by Type (2020-2031)
9.2 South America Gamification in Online Learning Consumption Value by Application (2020-2031)
9.3 South America Gamification in Online Learning Market Size by Country
9.3.1 South America Gamification in Online Learning Consumption Value by Country (2020-2031)
9.3.2 Brazil Gamification in Online Learning Market Size and Forecast (2020-2031)
9.3.3 Argentina Gamification in Online Learning Market Size and Forecast (2020-2031)
10 Middle East & Africa
10.1 Middle East & Africa Gamification in Online Learning Consumption Value by Type (2020-2031)
10.2 Middle East & Africa Gamification in Online Learning Consumption Value by Application (2020-2031)
10.3 Middle East & Africa Gamification in Online Learning Market Size by Country
10.3.1 Middle East & Africa Gamification in Online Learning Consumption Value by Country (2020-2031)
10.3.2 Turkey Gamification in Online Learning Market Size and Forecast (2020-2031)
10.3.3 Saudi Arabia Gamification in Online Learning Market Size and Forecast (2020-2031)
10.3.4 UAE Gamification in Online Learning Market Size and Forecast (2020-2031)
11 Market Dynamics
11.1 Gamification in Online Learning Market Drivers
11.2 Gamification in Online Learning Market Restraints
11.3 Gamification in Online Learning Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry
12 Industry Chain Analysis
12.1 Gamification in Online Learning Industry Chain
12.2 Gamification in Online Learning Upstream Analysis
12.3 Gamification in Online Learning Midstream Analysis
12.4 Gamification in Online Learning Downstream Analysis
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
TalentLMS
Docebo
Learning Pool
iSpring Learn
Tovuti LMS
Rockstar
Thinkific
KREDO
UpsideLMS
SAP Litmos
Adobe Captivate Prime
eFront
Paradiso
Growth Engineering
EdApp
Mambo.IO
Funifier
Code of Talent
Gametize
Hurix Digital
GoSkills
ProProfs
Hoopla
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Ìý
*If Applicable.